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Version 1.2 is now out.

https://mega.nz/#!DwsGCSyK!5t7Jxk4bda2HvnhDkrOudhL9Pgqkz8GN9HvKeeE1zIQ

Changes for 1.2

Larger event on chastity release day, different options on how to cum (if at all) based on behaviour of most recent duration
Option to start the game in chastity
Options for the keyholders behaviour: e.g. lenient, strict, strict with permenent chastity
New random daily keyholder events
Temp chastity release rewoked a bit and now it is only allowed if the keyholder is lenient
If keyholder is lenient then the orgasm blocker is left as it was
If keyholder is strict then the orgasm blocker will always be applied
Slave desire will not be generated if player has no control
Fixed bug where not all ongoing actions are stopped during a temp release where they are tied down
Updated some vanilla events to make a bit more sense if the player is in chastity

Hi Darin, your mod is great. I hope you don't mind if I have a few questions.

1. I saw that the keyholder cannot be sold, but what happens in case of death (while fighting, or because of stress, hunger and so on)? Or if she is permanently removed during some special event (Emily that runs away, Cali sold to the slave trader...)?

2. What about the story events where the MC makes love with the NPCs, if he is locked? For instance when he challenges Yris? I thought that maybe the MC could be allowed to have sex, if the keyholder was in the combat group and Lenient.

3. In Mansion.gd a condition says:

    if person.lastinteractionday < globals.resources.day - 4 && person.away.duration < 1:

I would write "&& person.away.duration == 0" because the duration can also be equal to -1 (it happens to Emily when she goes away with her sister, and to Cali when she rejoins her parents). It's a special case, when a girl is meant to come back in a few days, but the MC is not aware of it.

4. At the end of the "starting slave" sidequest, a dom-sub scene can be triggered, depending on the previous choices. I thought it would be cool if the sub would also be caged before or at the end of the event (better at the end, less texts to rewrite).

(1 edit)

Cheers, glad you like it

1. The keyholder can die or be released, I've left this in a a sort of risk thing. In this case the wearer of the belt is pretty much stuck. Be careful who keyholders are and how you treat them.

2. It's a bit of a mix, some of the events check if the character has a penis or not (while wearing a belt, a character does not have a penis as far as the game is concerned), while other events assume the character has a penis, even if they are female. Things are a little broken here so a little bit of roleplay/ignoring from the player is required at times. This could likely be addressed but would take quite some time. Allowing it if the keyholder was in the combat group and lenient is an interesting idea though.

3. I wasn't aware of away.duration == -1 being a thing. I've updated that now and will be in the next version.

4. I actually already redid the end of the "starting slave" sidequest for if the player is currently in chastity and the starting slave was chosen to be the "Keyholder" as the "starting relation". It is probably doable to have the player become caged if they are not already if certain choices are picked. I'm not 100% sure the best way to do this without basically replacing the current dom scene.

It's not working for me: When I start a new game with the mod loaded, it's all bugged out and I can't interact with anything. The starting screen of the house is shown, but there's no data displayed whatsoever, and the tutorial does not start. The screen is frozen.

Without more information, sounds like there may be a conflict, do you have other mods running at the same time?

No other mods enabled, the following error is thrown when using "Quick Start" in a new game:

OpenGL ES 2.0 Renderer: GeForce GTX 960M/PCIe/SSE2
SCRIPT ERROR: GDScript::reload: Parse Error: Identifier 'nav_node' is not declared in the current scope.
          At: res://files/scripts/Mansion.gd:3951
ERROR: reload: Method/Function Failed, returning: ERR_PARSE_ERROR
   At: modules/gdscript/gdscript.cpp:580
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40
SCRIPT ERROR: _input: Invalid call. Nonexistent function 'get_node' in base 'Nil'.
          At: res://files/scripts/slave_tab.gd:40

(3 edits)

Yep, you're totally right there, same thing happens on my machine. Looks like I accidently introduced a dependancy on Redle Mansion UI mod, I'll fix this dependancy in my next release.

In the meantime you can fix it on your local version by opening up the file

mods\ChastityBelt\scripts\Mansion.gd

and commenting out line 73 by adding the # symbol infront of it

e.g. replace the text 

nav_node.hide()

 with:

#nav_node.hide()

Once you made this edit, you can apply the fix to the game itself by going back into the in game mods menu from the main menu and clicking "Apply" again.

Version 1.2.1 is now out which should fix your issue

https://mega.nz/#!D1MAxCwD!PGzZjWSXeHa7F2yjV4qViqzAzAHskeEP30OLJa5_2n0